Let's talk about Dead Hard..
So.. Devs if Dead Hard isn't broken, but can someone explain how latency comes into effect with it?
You activate Dead Hard, the exhaustion phase activates, you get hit by a killer and yet you still get downed? However; the perk specifically states "you avoid damage", so if the exhaustion phase activates that means you activated it before getting hit by a killer. Even if it was before the dash had a chance to move you, your perk still superseded the hit you should have been in the invincible stage..

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Exhausted on ground btw
I guess they avoided making you truly invincible for some reason. Pretty epic.
My guess: Dead hard doesn't gain invincibility on its first frame of animation, maybe a few after it starts. In normal play, the liklihood of activating it during those frames was very low, however with the way that the dedicated servers work with registering input, it could cause that gap to happen a lot more often (which would be when dead hard not only doesnt happen, but you still get exhausted)
Either that, or its a bad verification check on the usage of the perk. If it were a two part step boolean response (Is player invulnerable and Is player Exhausted being two separate checks that happen simultaneously) it could be that they're not happening in tandem (if the exhaust check was slightly earlier than the activation check, then you could become exhausted before the dead hard invincibility actually starts, and rollback causes the animation to give a false positive of the beginning of the animation.) There could be other things that could cause it as well, but the long and short is that its a bug thats persisted for quite a while now.
Without knowing for sure how the code works, I can only speculate. But it is something that really should be addressed. Its bad enough when it doesnt go off, but going into exhaustion as well is just twisting the knife.
And it was even worse when they (knowing the perk doesn't function) made the tome challenge to dodge hits with dead hard lmao
tbh they might just be oblivious to how often the rollback issue happens, or might not have figured out a way to consistently fix it. That said, something like seeing it listed in "known bugs" would be a bit reassuring.
If it activates for you it doesnt mean the same occurs on killer side. Latency issue. Dont load in with yellow ping and you re good most of the times.
Thats not how rollback works with dedicated servers. Your actions should have nothing to do with the killer's end, it's supposed to be your input syncronizing with the server. If it were still P2P then yes, it would be based on your connection to the killer.
Anytime things go wrong with timings they have to do with the individual client and the server. Any time it has to do with a client and another client, its actually client 1 and client 2 both synchronizing with the server, which is where visual feedback issues (like getting hit at stupid ranges) happens. The dead hard issue would be just the latter if not for the fact that its possible to be exhausted while not actually getting the dead hard activation, which means there's an underlying issues in the base client-server connection in regards to how the perk functions.
Ah i see. Sorry i think this is right then.
It was brought up in a live stream Q&A with the Devs last month and they said it was working as intended and the reason we think it doesn't work is due to latency.
Even if it was the Killer having garbage ping, you don't see the Killer's ping in the lobby. It's your ping to the server.
Thats why I think they might be oblivious to it, since the examples people are frustrated with are very different from how it acted during P2P play.